Khri Steady

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Revision as of 08:41, 1 April 2011 by Maintenance script (talk | contribs) (Updated Teacher)
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Thief thumb.jpgThief Guild
Steady
Requirements: Unknown
Slot Cost: Unknown
Difficulty: Unknown
Type / Skill: khri, khri / Unknown
Use Cost: 24 Concentration
Contest: Unknown vs. Unknown
Path: Unknown
Description: Varsyth says, "The Steady meditation will allow for smoother throws and shots at targets, and will help you solidify your balance should it have degraded. Simple, and effective. You must understand the Prowess khri before you can comprehend this one."
Effect: [[ability effect is::, , , , To the great amusement of those who enjoy the Prowess meditation and receive disdain for it, it is required to learn Steady. This meditation allows for an easier, skillful handle on ranged weaponry, and allows the Thief to better recovery their footing if it has degradated to a poorer position in battle.]]
Messaging: Willing your body to meet the heightened functionality of your mind, you feel your motions steady considerably.


NOTES

Some testing with Khri Steady:

All tests done using my hunting script, in armadillos, so fairly controlled. Same gen (i was only one in that area of dillos) and script does same thing over and over.

SUMMARY (in order from worst to best):

  • 76 agil, no steady = 5.76 average damage per shot.
  • 86 agil, no steady = 6.21 average damage per shot.
  • 76 agil, with steady but with out spar = 11.18 average damage per shot.
  • 86 agil, with steady but with out spar = 11.56 average damage per shot.
  • 76 agil, with spar = 12.39 average damage per shot.
  • 86 agil, with spar = 12.89 average damage per shot.

CONCLUSIONS:

  • Raising agil from 76 to 86 doesn't do much. the difference between steady and steady as part of SPAR is larger than this 10 agility.
  • Steady helps a bunch.

MORE DETAILS: here's the scale:

  • 1 Damage = light hit
  • 2 Damage = good hit
  • 3 Damage = good strike
  • 4 Damage = solid hit
  • 5 Damage = hard hit
  • 6 Damage = strong hit
  • 7 Damage = heavy strike
  • 8 Damage = very heavy hit
  • 9 Damage = extremely heavy hit
  • 10 Damage = powerful strike
  • 11 Damage = massive strike
  • 12 Damage = awesome strike
  • 13 Damage = vicious strike
  • 14 Damage = earth-shaking strike
  • 15 Damage = demolishing hit
  • 16 Damage = spine-rattling strike
  • 17 Damage = devastating hit
  • 18 Damage = overwhelming strike
  • 19 Damage = obliterating hit
  • 20 Damage = annihilating strike
  • 21 Damage = cataclysmic strike
  • 22 Damage = apocalyptic strike

(1) 76 agil, khri spar. 711 shots, 8810 total damage, 12.39 AVERAGE damage /shot

(2) 76 agil, khri focus, steady, prow (aka SPAR but without strike. i dropped strike because focus and prow give stat bonus. i wanted to test how much better SPAR is than just STEADY). 831 shots, 9291 total damage, 11.18 AVERAGE damage /shot

(3) 76 agil, khri focus, prow, strike (no STEADY). 773 total shots, 5.76 average damage/shot

(4) then i train agil to 86. still focus/prow/strike (no steady). 604 shots, 3749 total damange, 6.21 average damage/shot.

(5) 86 agil, focus/strike/prow (NO STRIKE but w/ steady), 700 shots, 8089 total damange, 11.56 damage/shot, average.


(6) 86 agil, full SPAR combo, 9218 total damage, 715 shots, 12.89 damage/shot average